These Merits and Flaws are different kinds of supernatural
benefits or detriments. Though rare, they are far more common
among wraiths - who alter reality by their very presence - than
among other beings. Because of the potential of these particular
Traits, the Storyteller might not allow you to pick from this
category; ask before you choose one. Furthermore, you should not
select such Traits unless they firmly fit your character concept,
and you can explain why your character possesses them. In general,
we do not recommend that anyone have more than one or two supernatural
Merits or Flaws - they should be strictly controlled by the Storyteller.

Tomb (1-2 Point Merit)

Some people still bury or entomb the dead with all sorts of
relics and goods which are supposed to be useful in the afterlife.
Fortunately, you believed in this and have a tomb full of relics
to carry with you into the afterlife. A one-point tomb usually
contains small personal items like bowls, dishes, utensils, and
perhaps a weapon of some sort. A two-point tomb is more like the
grand rooms of the Pharoahs where all sorts of unusual and elaborate
goods are stacked together in neat rows.

True Love (1 Point Merit)

You have discovered, and possibly lost (at least temporarily)
a true love. Nonetheless, this love provides joy in a torrid existence,
usually devoid of such enlightened emotions. Whenever you are
suffering, in danger, or dejected, the thought of your true love
is enough to give you the strength to persevere. In game terms,
this love allows you to succeed automatically on any Willpower
roll, but only when you are actively striving to protect or come
closer to your true love. Also, the power of you love may be powerful
enough to protect you from other supernatural forces (Storyteller's
discretion). However, your true love may also be a hindrance and
require aid (or even rescue) from time to time. Be forewarned:
this is a most exacting Merit to play over the course of a chronicle.
You may not take both this Merit and Other Half.

Unknown Fetter (1-5 Point Merit)

You have a strong connection to something or someone in a specific
area, but you do not know what the connection is, or why the link
exists. Something important has occurred in this place, or with
this person or object, but no memory of why the Fetter is significant
is available to you. You must discover what the link is before
you can resolve the problem. Use of the Lifeweb Arcanos can locate
the unknown Fetter, but Fatalism does not reveal the connection
between you and your mysterious link to the Skinlands.

Cold (2 Point Merit)

Most haunted houses are frequented by cold spots, where the
temperature drops suddenly and for no easily explainable reason.
Your Corpus is very cold, cold enough to pierce the Shroud when
a mortal walks near you. Most will shiver, feel very uncomfortable,
and walk hurriedly away. Mortals like parapsychologists who know
of col spots may recognize that there is a wraith nearby.

Danger Sense (2 Point Merit)

You have a sixth sense (-L- Pun) that warns you of danger.
When you are in danger, the Storyteller should make a secret roll
against your Perception + Alertness; the difficulty depends on
the remoteness of the danger. If the roll succeeds, the Storyteller
tells you that you have a sense of foreboding. Multiple successes
may refine the feeling and give an indication of the direction,
distance or nature.

Faerie Affinity (2 Point Merit)

Your presence does not frighten faeries; indeed, it attracts
them, and you are naturally attuned to their ways. You may even
share some small amount of faerie blood. Friendly fey might allow
you to meditate at their circle once in a while (though gods only
know what effect this might have in the long run...).

Past Life (2-6 Point Merit)

For some reason, you have lived more than one life before your
incarnation as a wraith. While you most likely do not remember
any of your former lives while you were alive, the knowledge of
being several people floods your mind while in the Shadowlands.
Each reincarnation that you have gives you two extra points of
abilities from the experiences of that life, as well as an extra
one-point Fetter. You and your Storyteller will need to work out
a few details of your previous lives. All of these will be somewhat
shadowy in memory and there may be some dark secrets lurking in
your past. No wraith can have more than three past lives (two
freebie points per life), and the Abilities chosen from each on
cannot be fairly modern (Archery, Dead Languages, and the like
are more appropriate).

Other Half (3 Point Merit)

A Greek Philosopher once theorized that each person is divided
into two halves, and spends his entire life searching for their
other half. One can find true happiness only by finding their
other half. You have found your other half, whether a friend,
lover, identical twin, or even a complete stranger. Though you
are now a member of the Restless Dead, you still have a strong
tie to your other half. You must choose that person as a Fetter,
and all bonuses involving your other half are doubled. You can
also regain one point of Corpus per hour by being close to your
other half. Note: You may not take this and the True Love Merit.

Bright (4 Point Merit)

For some reason, the power of your emotion is strong enough
to weaken the Shroud. The difficulty of any test involving piercing
the Shroud is reduced by one. As well, mortals encountering you
add one point to their Willpower score for the purpose of dealing
with you. The unfortunate drawback of this Merit is that any mortal
seeking wraiths will always choose you to harass over other spirits,
and will gain the same one-point bonus when trying to seek you
out.

Luck (4 Point Merit)

You were born lucky: your Eidolon guides your steps, or maybe
the Devil looks after his own. Either way, you can repeat three
failed rolls per story. Only one repeat attempt may be made on
any single roll.

Weak Shadow (4 Point Merit)

Your Shadow is not as strong as most, and suffers a +2 difficulty
in all attempts to become dominant. You are still susceptible
to your Shadow's manipulations, but attempts to force you into
submission are almost an exercise in futility. Your Shadow suffers
a +1 difficulty in all attempts to gain Angst as well.

True Faith (7 Point Merit)

Pretty fuckin' long. Same as always... for more rules see Vampire
Players Guide, Hunters Hunted, The Inquisition, or The Quick and
the Dead...

Damned (1 Point Flaw)

Most people imagine death as a wonderful experience where you
ascend to Valhalla, Nirvana, Heaven or perhaps rejoin the Dreamtime.
Obviously, you didn't make it, and are cursed to wander this wretched
Shadowlands and never reach your destination. You may not visit
places of your old religion without losing temporary Willpower
at a rate of one point for every minute of exposure. Touching
a religious artifact from your former religion will drain a point
of Corpus from you as you burn in agony.

Cursed (1-5 Point Flaw)

Same as in V:tM Core.

Improperly Buried (1 Point Flaw)

According to your belief, you were improperly buried. Perhaps
you were turned face down in your coffin, not buried on consecrated
ground, or possibly you died without last rites from your priest
or family. Maybe someone desecrated your grave by building a subdivision
over it. Whatever the cause, you will feel unease until it is
set right. You must choose your own original physical body as
a Fetter. Unlike most Fetters, you receive no bonuses or Pathos
when dealing with this Fetter. Instead, the difficulty of any
action while trying to resolve or deal with this Fetter is increased
by one. Someone possessing a part of your corpse may therefore
use this as a talisman of sorts against you by threatening to
destroy the body part.

The Bard's Tongue (1 Point Flaw)

You speak the truth, uncannily so. Things you say tend to come
true. This is not a facility for blessing or cursing, or an art
controlled by Fatalism. However, at least once per story, an uncomfortable
truth regarding any current situation will appear in your head
and come out your lips. To avoid speaking prophecy, the owner
of this 'gift' must expend a Willpower point and take a wound
level from the strain of resisting (especially if he bites a hole
in his tongue).

Throwback (1-5 Point Flaw)

One or more of your past lives still affects you...badly. Their
fears come back to haunt you in your dreams, and you have flashbacks
of their worst memories (such as their death, or even worse a
personality that encroaches on your own). For bad dreams or flashbacks,
take one to two points, depending on the severity of the condition
and how much it will affect your studies of performance in dangerous
situations. For a "roommate in your head," take three
points (whether you know he exists or not). For the package deal
and a truly miserable existence, take five point, but expect the
Storyteller to take every opportunity to use these against you.
This flaw can be "worked off" during the course of play,
but only with difficulty.

Time Cycle (1-5 Point Flaw)

You suffer from increased difficulty in entering the realms
of the living. The Shroud is normally harder for you to penetrate
(+1 to +4). At certain times the difficulty penalty is removed,
and you can affect the Quick with the same ease as other wraiths.
The times when you can move through the Shroud more easily are
directly linked to a certain hour, day, or even phase of the moon.
The Storyteller must approve your decision, and a logical reason
for this penalty must exist.

Echoes (2-5 Point Flaw)

You are susceptible to the old wive's tales about how best
to handle ghostly visitations: Salt can stop you from entering
a home, and you cannot cross running water, or animals react strongly
to your presence and you are drawn to open flames. Even the Wards
of cynics work against you. Whenever you go, you leave an ectoplasmic
residue and every sound you make is easily recorded on tapes,
your image appears in photographs taken when you are in the vicinity.
This flaw can cause great difficulties, including punishment for
breaking the Dictum Mortem. Additionally, the flaw changes depending
on the belief systems of any area you are visiting. Being familiar
with the belief systems of any area you pass through is almost
a necessity if you wish to avoid trouble.

Bound (3 point Flaw)

Whether because of your own belief, or because of something
not known to wraithkind, you are forces to remain in one place.
You must stay near or within the place to which you are bound,
and cannot get more than 100 yards from it. You must also choose
that place a s a Fetter, but can leave once the Fetter is resolved.
Upon resolving your Fetter, you need not give back the points
from the Flaw. Because of the heavy changes this Flaw can cause
to story plots, you cannot take it without the permission of your
Storyteller.

Disembodied Shadow (3 Point Flaw)

Your Shadow can exist outside of your physical body, often
in the form of small animals. To talk to your Shadow, you must
speak aloud. Only you can see it, but it does have some form.
Your Shadow has a single point of Strength which it can use to
manipulate objects in the Shadowlands. It cannot do much more
than push someone or move small objects of up to five pounds,
but it can be quite active at times.

Easily Sensed (3 Point Flaw)

For some reason, your presence in the Shadowlands causes the
Quick discomfort when you are near them. Wherever you go the living
notice you, and the more alert among them can actually see you
and fall subject to the Fog. Places that you normally frequent
become known to the living as haunted, and you have a reputation
building rapidly about what you are and who you were. Unwanted
attention can bring hunters, and even cause the Arcanum to take
notice of you. It is likely that sooner or later an exorcist will
be brought around to "cleanse" the areas you frequent
of their taint. While the Quick can take note of your presence
with more ease, the Shroud is unaltered with one exception: Practitioners
of the Embody Arcanos receive a -2 difficulty against local Shroud
rating when using the Whispers and Phantom arts, but gain no other
bonuses. The odd emanations from your body are noticed in the
Tempest as well, and spending too much time in any location can
actually cause Nihils to form as the barrier between the Tempest
and the Shadowlands gradually weakens. Constant travel is necessary
to avoid the formation of Nihils. For this reason alone you are
not very popular with the local wraiths.

Umbral Connection (3 Point Flaw)

A wraith with this Flaw has an unusual connection to what werewolves
call the Umbra. Consequently, any rituals or powers that the Garou
can use to compel or bind spirits will work just as well against
the unfortunate wraith. Tales are told of wraiths with this Flaw
being bound into mystical fetishes, only to have their Pathos
and Corpus stripped away to fuel the magical power of the object.
Since wraiths connected to the Umbra are not common, any spirit-locating
powers a werewolf calls on in your area will likely target you.
This can be horribly dangerous.